Total War: WARHAMMER II

Total War: WARHAMMER II

Mighty Campaigns - Endgame Expanded
497 Comments
Ydok4  [author] 23 Jul, 2023 @ 2:54pm 
@Mr.l Nothing is guaranteed but in my experience, yeah they do.

Depends on your mod setup of course. If you've got a mod that expands garrisons, then it probably won't. If you want to quickly see what this mod offers, enable Debug mode in the Mod Configuration Tool.
Mr.l 23 Jul, 2023 @ 5:49am 
will this mod allow the chaos invasion to actually take over the world unless good countermeasures are taken by the order?
Ydok4  [author] 27 Aug, 2022 @ 3:21pm 
@HughJanus69 I don't think I've seen any issues reported by the two mods.

Only problem I've seen is that if a submod uses the dependency feature of RPFM and the submod has a higher priority than my mod, then it will overwrite my changes. There isn't anything I can do about that though.

Regardless, submods are up to other users to create since I don't user either of those mods. You are more than welcome to create one yourself.
HughJanus69 27 Aug, 2022 @ 11:40am 
will there be an sfo OvN
compatible version?
Rauri 21 Aug, 2022 @ 10:07am 
I've never had a problem with the cabal invasion, but then, I think I changed the cabal invasion to start 5 turns earlier or something in the MCT when I first downloaded it. My CTD was just the vanilla random end turn bug (CTD during the 1st AI turn after you hit the end turn button, usually Tyrions faction) that seems to become more frequent with certain mods. Then again, my PC was a potato at the time I wrote that last comment. Recently got a newish graphics card so might download this mod again while I impatiently wait for IE.
oceansoul 19 Aug, 2022 @ 5:12pm 
@Ydok4 No crash with debug mode when the invasion spawns. I didn't think there would be as the crash happens roughly when it tries to spawn the Cabal faction not the standard chaos ones. I suppose if I played on I could see if it still crashes when (if?) they spawn.

@Gleen Cross No idea. Disabling the Cabal prevents a CTD I've had. I've not had the main invasion fail to spawn.
Ydok4  [author] 19 Aug, 2022 @ 1:03am 
@Gleen Cross @oceansoul Do you still CTD if you start a new campaign with debug mode enabled in the MCT?
Gleen Cross 18 Aug, 2022 @ 4:47pm 
@oceansoul I was about to ask a similar question, I am at turn 107 (Skryre campaign) and no sign of any invasion, they are supposed to trigger between turns 90 and 100, right? So the solution is to disable the Cabal invasion... ok, I will try that
oceansoul 6 Aug, 2022 @ 1:29am 
@Rauri I think your issue might be one of mixu's Legendary Lords mods, whichever one that has the Cabal invasion in it. As I've had a similar problem when combining with this mod, but switching that off via MCM options fixed it.
Ydok4  [author] 19 Jul, 2022 @ 3:08am 
@m_ig_uelon There are other invasion but there isn't a Chaos Invasion.
m_ig_uelon 19 Jul, 2022 @ 2:16am 
But they informed that there will be some short of endgame event right? Would be borring if there is no big invasion or somethin like that, time will tell. i really liked the rid with you mod.
Ydok4  [author] 19 Jul, 2022 @ 1:27am 
@m_ig_uelon No, there's no point. CA have stated there isn't going to be a Chaos Invasion. Besides, it was always unlikely this mod would have a purpose in WH3. Between the Warriors of Chaos rework and general campaign changes, most of what I do here wouldn't apply.
m_ig_uelon 18 Jul, 2022 @ 11:10pm 
will you move this mod to wh3 oce the big mapo drops?
Ydok4  [author] 18 Jul, 2022 @ 2:47pm 
@Rauri Thanks, appreciate the feedback. There used to be CTD problems ages ago due to some mission issues, but those have been resolved. Does the CTD happen if you enable debug mode?
Rauri 18 Jul, 2022 @ 7:30am 
I haven't been able to complete a campaign with this installed. Keep getting the AI turn ctd bug (happens at varying times depending on the faction I'm playing as: greenskins around turn 60, dwarfs around turn 120-140 for example). Since I haven't seen anyone else mention this, I'm guessing I have another mod that changes the wh2_chaos_invasion script, probably one of flamboyantschemers event mods (although that shouldn't explain why I couldn't get past turn 60 with greenskins). I'm too lazy to troubleshoot it, especially this close to the IME release, so just removed this mod for now. Shame, despite the ctd's, I really enjoyed what this mod did, enough to play multiple campaigns knowing I wouldn't be able to complete them. I would recommend it.
Chera 29 May, 2022 @ 12:18pm 
Aaaaand so it begins: Turn 125, *things happened*.
And suddenly, all Chaos factions are properly at war with everyone. So whatever happened now should have happened earlier, I think.
No desync btw!
Chera 29 May, 2022 @ 9:09am 
We continued our campaign and I think there is still some issue, not sure where it lies though: Neither Warriors of Chaos nor Vessels of Chaos are at war with many factions. The Vessels actually like me, and the Warriors just ignore the Empire.
No idea which mod is doing that now, if any! Why is peace with Chaos even a thing O.O
We just reached turn 120 btw, will post another comment about any potential game-ending invasion, assuming they are diplomatically inclined to attack :)
Ydok4  [author] 27 May, 2022 @ 3:46pm 
@egbert504 Thanks, great to hear it worked and that you enjoyed it.
egbert504 27 May, 2022 @ 12:01pm 
It does indeed to work with Loreful Diplomacy I also used it Loreful Great Power, Fewer confederations, and SFO battles only mod. It made for a interesting campaign :steamthumbsup:
egbert504 25 May, 2022 @ 8:37pm 
ok I will try it thank you for the quick response:steamhappy:
Ydok4  [author] 25 May, 2022 @ 8:35pm 
@egbert504 I think the changes would be additive so it should be ok. Let me know if it works.
egbert504 25 May, 2022 @ 7:40pm 
Changes to diplomacy would that make it not compatible with Loreful Diplomacy (Updated - Final W2 Edition)
Ydok4  [author] 25 May, 2022 @ 3:11pm 
@cybvep I'm pretty sure it does. From memory I think it has more monstrous stuff and I went with a sorcerous theme?

The other invasions were slightly more difficult to balance because they spawn closer to major factions (ie Dark Elves).

I'll take another look at Norsca if I do decide to make bigger changes but I wouldn't wait for that. Been working on my next project in WH3. Norsca was a bit of an afterthought and really only were added in because I realised something was needed to take back Norsca if the AI had taken over.

Agreed, that VH is the sweet spot. It was great to realise I could make the invasion more effective without just throwing more armies into the main invasion like other mods do.
cybvep 25 May, 2022 @ 2:58pm 
BTW does the main WoC faction have the same army composition templates as the Servants of Chaos and such? It appears to be more varied than the minors, but maybe it's just RNG.

The Bjornlings (Norscans) definitely have the most samey armies with the least variation so if you make an update in the future, maybe it would be good to take a look at them.

As for difficulty, on VH it seems just right :).
Ydok4  [author] 25 May, 2022 @ 2:51pm 
@Chera Excellent! Sounds like a pretty good MP experience overall.
Chera 25 May, 2022 @ 11:51am 
Update from our MP campaign: At turn 85ish, Chaos spawned and it appears that all spawns are working. We had just one little desync that fixed itself. So far so good, but:
Puppets of Chaos are not at war with anyone for a while. Some were walking through the Empire without attacking. The others either disappeared or went straight south (east of the mountains). Hard to tell. They also don't appear in the diplomacy list. Double clicking their armies doesn't work, either. Right click - declare war works, though.
- Turn 94: "Warriors of Chaos" faction was destroyed. Not sure by whom, we've never seen them.
- Turn 96: Everyone is suddenly declaring on the empire (my friend) and I'm laughing hard. His desperation gives me energy.
- Random undercities are working. Pain in the butt, I love it. A wild Clan Pestilens army appeared around Black Crag, not sure where that confused rat is going.
And finally: SO. MANY. HORSES. An absolute NIGHTMARE for smaller cities.
Lovely mod!
Ydok4  [author] 22 May, 2022 @ 1:26pm 
@cybvep Glad to hear the fix worked.

Regarding the units, cause I really like TTC I've limited the use of late game units, the ones you described will appear though. There should be an archetype with a shaggoth for the late game invasion and one of the more common spawns should have one hellcannon.

The Fimir/Skinwolves will spawn but only when Mixu's TTL is installed because I use his Fimir Warlord. That said, thats the only archetype.

Heroes are unfortunately an annoying problem to solve. They're a lot more work to setup, spawn and embed in an army so I skipped them.
cybvep 22 May, 2022 @ 8:20am 
4. During the "main" invasion the Bjornlings have been using various Marauders, hounds and mammoths. A good chunk of the Norscan roster remains unused. Would be fun to see troll/fimir-heavy armies or speedy "wolfy" armies with lots of Skin Wolves.
5. Both Servants of Chaos and Bjornlings are using little to no magic, i.e. they have no heroes in their armies at all so if the lord isn't already a spellcaster then no magic for the enemy.
6. FYI: Kazrak entered an alliance with Archaon, but Wulfrik has been fighting WoC since mid-game. Not complaining, just making notes.
cybvep 22 May, 2022 @ 8:20am 
More reports:
1. The Doomtide fix seems to have worked :). No more spawns after the update.
2. It's now turn 130+ during Malekith's campaign. Due to geography I've been fighting Bjornlings and Servants of Chaos a lot and it's been quite a fun experience. On VH Chaos Invasion settings the number of armies seems just right. However, I think that they could use more variety.
3. During the "main" invasion Servants of Chaos have been using Chaos Warrios/Chosen, Forsaken, Chaos Knights and Chariots. All heavy metal, but that's it. No monsters. No hellcannons. No daemons. Could be fun to see some monstrous armies or armies with heavy arty support. Or at least a Shaggoth here and there.
Ydok4  [author] 20 May, 2022 @ 4:21pm 
@cybvep It looks like there may have been something stopping the initialisation working correctly. I think I've fixed this but when I couldn't reproduce this not working debug mode.

The default value is on, so there is also a chance that something else in your load order has a script break before the MCT is initalised.

That said, I've pushed an attempted fix.
Let me know if it works.
cybvep 20 May, 2022 @ 9:06am 
Report: the MCT toggle for Doomtide doesn't work. During my Malekith's campaign (VH/M with Chaos Invasion on VH as well), on turn Doomtide still spawned on turn 90 (1 turn before that I got notifications that Servants of Chaos, Puppets of Chaos and Warherds of Chaos were destroyed). A bit annoying because I explicitly turned it off in the settings. No SFO.

Anyway, the first Norscan invasion has been quite fun so far. The Servants of Chaos aren't a big deal when playing as the DE but it's good that they spawn because the DE cannot feel completely "safe" when they secure their homeland.

I will provide more feedback when the campaign progresses further.
Ydok4  [author] 19 May, 2022 @ 1:26pm 
@Wildcat™ No worries. 99% of the time you shouldn't touch the load order. This is a very specific scenario where it makes sense.
Wildcat™ 19 May, 2022 @ 4:53am 
That worked, @Ydok4. I'm almost embarrassed it was that simple. :steamfacepalm:
Ydok4  [author] 17 May, 2022 @ 10:12pm 
@Wildcat™ Could be the same thing Chera reported. If the submod has a higher priority than SFO and the submod has SFO set as a dependency, then SFO's script may be overwriting Endgame Expanded.

If you change the priority of Endgame Expanded in the mod manager to be above the sub mod, do the invasions spawn in debug mode?
Wildcat™ 17 May, 2022 @ 9:30pm 
Odd. This mod doesn't work with the OVN sub mod for SFO. Anyone has any thoughts on this?
Chera 3 May, 2022 @ 12:30am 
Thank you for investigating so much! I agree with you and usually don't mess with the load order, but your suggestion really does fix the issue (putting your mod higher than the Thungerbarge SFO). But now I'm wondering what else is being subtly broken by the background-change in load order. If I understood you correctly, the submod basically "pulls" the main mod higher in priority. Time for more tests! :D
Ydok4  [author] 2 May, 2022 @ 2:31pm 
@Chera I ran this scenario by the RPFM developer and he said it is working as intended. So I think the only way to resolve this is to change the load order of Endgame Expanded and make sure it is above the SFO submod.

99% of the time touching the load order is a bad idea but I think this is a 1% scenario.
Chera 2 May, 2022 @ 1:47am 
Nice to see that I've piqued your curiosity :D
I have deactivated the SFO submod for now and all is fine, except for the balancing of the flying deathmachine of course. Let's see how this situation develops.
Ydok4  [author] 1 May, 2022 @ 3:13pm 
@Chera I've narrowed it down but not sure what the appropriate fix is. The SFO patch uses the RPFM dependency manager to have dependent mods. This appears to change the load order so SFO loads above my mod and therefore overwrites my script.

I'll ask around and see if there is a way to fix this. For now though, don't use the thunderbarge patch.
Ydok4  [author] 1 May, 2022 @ 2:42pm 
@Chera Yeah they don't have any script changes. So I'm kinda doubting it is just the thunderbarge patch.
Ydok4  [author] 1 May, 2022 @ 2:37pm 
@Chera Yeah thats a strange incompatibility. If they overwrite the invasion script it would make sense, but I don't see why they need to do that.
Chera 1 May, 2022 @ 7:01am 
I FOUND IT!! This mod is incompatible with the "Dwarf Thunderbarge SFO" submod. Everything else works fine, even AI-altering mods or script-heavier mods by Jadawin. Over 50 mods tested, and it was THE THUNDERBARGE submod. Unbelievable.

I don't know if you or bainb can, want to or will fix it, but I'll comment on his modpage as well nontheless.
Thank you for your patience and your debug mode (and the mod of course :-) )!
Chera 27 Apr, 2022 @ 12:36pm 
Small Update: Something with our mod setup is definitely messing with your scripts. Turn 153 the main invasion spawned, but only in the north on both continents. Will put your mod higher in the load order for the next game, as no other armies spawned anywhere - something's wrong on our end. If we ever figure out what it might be, I will inform you :)
Chera 25 Apr, 2022 @ 2:08am 
Thanks for the fast answer! I may have miscommunicated: The first wave did indeed spawn, just at a later date. ".Dog with a Hat on a Nose." of the MP legendary chaos invasion mod mentioned the spawn dates as 90-110 and 140-160. At least for the first wave that kind of fits, the second (we're currently at turn 150) we're not sure yet. We'll play to 162 and see what happens.
One idea we had in the meantime was the order of the mods. At the beginning of the game, your mod was lower than his, maybe that's what messed it up.

I'll have a look at those debugging options though and will keep you updated if I find anything useful.
Ydok4  [author] 24 Apr, 2022 @ 3:00pm 
@Chera The second invasion should have spawned by 130. There is at least one person in the comments of 'MP legendary chaos invasion' saying this works with MP and the script is setup correctly to modify Endgame Expanded's settings.

If the first wave didn't spawn it sounds like another mod is causing a script break. You should try with debug mode enabled to see if the invasion spawns.
Chera 24 Apr, 2022 @ 11:17am 
I'm playing this in MP with "MP legendary chaos invasion" mod, but even on turn 150 we have yet to see the actual invasion. Is it possible that with the difficulty setting on legendary it stays on turn 160, or is that mod just overwriting some of your settings? Both our empires are very strong currently. If I remember correctly, the first one also spawned on turn 110 or something, so much later than expected.
thefightintitan 16 Apr, 2022 @ 11:19am 
My armies/end turn/save also gets frozen on initial spawn. Teleporting to a quest battle resolved it. It froze again after a much smaller doomtide spawn a few turns later. I had all of the spawns on though, I have disabled the extra spawns for late game invasion. I am also using fudging vassals but I get prompted as normal. Reloading earlier saves didn't fix the issue. I am not using Kaedrin's mod manager. I will update once the late game invasion spawns. Fingers crossed because I love this mod!
Ydok4  [author] 16 Apr, 2022 @ 4:00am 
@Echo Thats interesting, I haven't looked under the hood for fudging vassals but it might be related to script triggered dilemmas. In any case I'm not looking at spending much time on this mod anymore now that WH3 is out.
Echo 16 Apr, 2022 @ 1:42am 
Oh, and about the initial spawn: it actually did break for me exactly on the Chaos spawn turn (80 or 85), in this latest VCoast campaign.
Echo 16 Apr, 2022 @ 1:41am 
I suspect you may be right about the dilemma. When I was using the Fudging vassals mod, which adds new dilemmas for when you or your vassal captures a region, they didn't pop up when this issue triggered. After I disabled this mod, they popped up as normal.
However, when I disabled the vassal mod and still left this one on, I still got my turns frozen (maybe another, vanilla, dilemma?)
It would also explain why this happened every few turns on my Bretonnia campaign...